Total War: WARHAMMER III

Total War: WARHAMMER III

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Prepared Spells: Lizardman submod
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File Size
Posted
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167.074 KB
5 Jan @ 7:55am
2 Feb @ 6:04am
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Prepared Spells: Lizardman submod

Description
This mod lets slann mages learn spells from an additional lore of magic.
Mazdamundi's magic tree has been completely reworked with passives scaling with geomantic web level. He is able to learn spells from 9 lores of magic and 2 cataclysm spells.
Other slann mages are restricted to one lore and can select/switch any cataclysm spell at level 50.

Note on AI
Since Mazdamundi has no magic spells in the skill tree, he will automatically be given his vanilla spells at certain levels. By level 14 he will have access to all of his regular spells.

The AI in general will not learn extra spells and cataclysm spells but this may change.
The new passive bonuses in Mazdamundi's skill tree still apply.

Other mods
This mod is part of my ongoing project of to port spell selection to major spell casters.
The full list of submods is listed on the "Prepared Spells: Core" mod page. (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3397634593)
10 Comments
TToKKang 5 Jun @ 1:09am 
Hello! I received a request and translated this mod into Korean and uploaded it. If you don't like what I uploaded, I will delete it!
Roque the Rogue 8 Mar @ 6:44pm 
Yeah, its not really compatible with Lustria Rises, if you use this mod and that mod, Mazdamundi only get 1 spell slot for the whole game
TheGrandSirPiggy 15 Feb @ 3:08pm 
Also, I feel that current bonuses are way to overpowered. 50% movement speed and 1000 shields is just crazy
TheGrandSirPiggy 15 Feb @ 11:46am 
This mod is peak! It makes me so sad it hasn't received the attention it really deserves. By far the best power up mod to make the Slanns feel like the powerhouses they are supposed to be.

One small suggestion: Any chance for a compatability patch with this mod:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2940793412

Lustria Rises has become a mandatory mod for me when playing as the lizards, but its skill changes don't mesh to well with this mod
Gwyned 18 Jan @ 6:34pm 
i wish someone created mod letting us spawn hero & lord with magic abilities but we choose which ones are added to skill tree xD
leek 15 Jan @ 10:35am 
:winter2019angrydog:
ccccccccccc 6 Jan @ 5:42pm 
Brilliant mod, incorporating the geomantic web is nice a touch! This probably isn't a priority right now, but minor balance suggestions for Maz, maybe split off the passives into separate points (ie. multiple +1 slot with a few of the passives). Also, is it possible to lock certain spells behind level/ point restriction like in vanilla?
Aristocratic Astorian 6 Jan @ 1:38am 
Amazing idea!
mmi.05 5 Jan @ 1:53pm 
Cool, let's give the other factions the same look from the board game, I'd also increase the power of slan spells.
Thunder  [author] 5 Jan @ 8:15am 
Next submod will be for Kairos which will take a while.